// webgl/webgl_shadowmap.js
import {document,window,requestAnimationFrame,cancelAnimationFrame,Event,core,performance} from 'dhtml-weixin';
import * as THREE from '../three/Three.js';
import  Stats from './jsm/libs/stats.module.js';

			import { FirstPersonControls } from './jsm/controls/FirstPersonControls.js';
			import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
			import { FontLoader } from './jsm/loaders/FontLoader.js';
			import { TextGeometry } from './jsm/geometries/TextGeometry.js';
			import { ShadowMapViewer } from './jsm/utils/ShadowMapViewer.js';
var requestId
Page({
	   
         onUnload() {
	   		cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
        
	},
         webgl_touch(e) {
        const web_e = Event.fix(e)
        //window.dispatchEvent(web_e)
        //document.dispatchEvent(web_e)
        this.canvas.dispatchEvent(web_e)
    },
async onLoad() {
        const canvas3d = this.canvas =await document.createElementAsync("canvas","webgl")
var that = this
        
			const SHADOW_MAP_WIDTH = 2048, SHADOW_MAP_HEIGHT = 1024;

			let SCREEN_WIDTH = window.innerWidth;
			let SCREEN_HEIGHT = window.innerHeight;
			const FLOOR = - 250;

			let camera, controls, scene, renderer;
			let container, stats;

			const NEAR = 10, FAR = 3000;

			let mixer;

			const morphs = [];

			let light;
			let lightShadowMapViewer;

			const clock = new THREE.Clock();

			let showHUD = false;

			init();
			animate();


			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				// CAMERA

				camera = new THREE.PerspectiveCamera( 23, SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
				camera.position.set( 700, 50, 1900 );

				// SCENE

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0x59472b );
				scene.fog = new THREE.Fog( 0x59472b, 1000, FAR );

				// LIGHTS

				const ambient = new THREE.AmbientLight( 0x444444 );
				scene.add( ambient );

				light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI / 5, 0.3 );
				light.position.set( 0, 1500, 1000 );
				light.target.position.set( 0, 0, 0 );

				light.castShadow = true;
				light.shadow.camera.near = 1200;
				light.shadow.camera.far = 2500;
				light.shadow.bias = 0.0001;

				light.shadow.mapSize.width = SHADOW_MAP_WIDTH;
				light.shadow.mapSize.height = SHADOW_MAP_HEIGHT;

				scene.add( light );

				createHUD();
				createScene();

				// RENDERER

				renderer = that.renderer = new THREE.WebGLRenderer( { canvas:canvas3d,antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
				container.appendChild( renderer.domElement );

				renderer.outputEncoding = THREE.sRGBEncoding;
				renderer.autoClear = false;

				//

				renderer.shadowMap.enabled = true;
				renderer.shadowMap.type = THREE.PCFShadowMap;

				// CONTROLS

				controls = new FirstPersonControls( camera, renderer.domElement );

				controls.lookSpeed = 0.0125;
				controls.movementSpeed = 500;
				controls.noFly = false;
				controls.lookVertical = true;

				controls.lookAt( scene.position );

				// STATS

				stats = new Stats();
				//container.appendChild( stats.dom );

				//

				window.addEventListener( 'resize', onWindowResize );
				window.addEventListener( 'keydown', onKeyDown );

			}

			function onWindowResize() {

				SCREEN_WIDTH = window.innerWidth;
				SCREEN_HEIGHT = window.innerHeight;

				camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
				camera.updateProjectionMatrix();

				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );

				controls.handleResize();

			}

			function onKeyDown( event ) {

				switch ( event.keyCode ) {

					case 84:	/*t*/
						showHUD = ! showHUD;
						break;

				}

			}

			function createHUD() {

				lightShadowMapViewer = new ShadowMapViewer( light );
				lightShadowMapViewer.position.x = 10;
				lightShadowMapViewer.position.y = SCREEN_HEIGHT - ( SHADOW_MAP_HEIGHT / 4 ) - 10;
				lightShadowMapViewer.size.width = SHADOW_MAP_WIDTH / 4;
				lightShadowMapViewer.size.height = SHADOW_MAP_HEIGHT / 4;
				lightShadowMapViewer.update();

			}

			function createScene( ) {

				// GROUND

				const geometry = new THREE.PlaneGeometry( 100, 100 );
				const planeMaterial = new THREE.MeshPhongMaterial( { color: 0xffb851 } );

				const ground = new THREE.Mesh( geometry, planeMaterial );

				ground.position.set( 0, FLOOR, 0 );
				ground.rotation.x = - Math.PI / 2;
				ground.scale.set( 100, 100, 100 );

				ground.castShadow = false;
				ground.receiveShadow = true;

				scene.add( ground );

				// TEXT

				const loader = new FontLoader();
				loader.load( 'fonts/helvetiker_bold.typeface.json', function ( font ) {

					const textGeo = new TextGeometry( 'THREE.JS', {

						font: font,

						size: 200,
						height: 50,
						curveSegments: 12,

						bevelThickness: 2,
						bevelSize: 5,
						bevelEnabled: true

					} );

					textGeo.computeBoundingBox();
					const centerOffset = - 0.5 * ( textGeo.boundingBox.max.x - textGeo.boundingBox.min.x );

					const textMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff } );

					const mesh = new THREE.Mesh( textGeo, textMaterial );
					mesh.position.x = centerOffset;
					mesh.position.y = FLOOR + 67;

					mesh.castShadow = true;
					mesh.receiveShadow = true;

					scene.add( mesh );

				} );

				// CUBES

				const cubes1 = new THREE.Mesh( new THREE.BoxGeometry( 1500, 220, 150 ), planeMaterial );

				cubes1.position.y = FLOOR - 50;
				cubes1.position.z = 20;

				cubes1.castShadow = true;
				cubes1.receiveShadow = true;

				scene.add( cubes1 );

				const cubes2 = new THREE.Mesh( new THREE.BoxGeometry( 1600, 170, 250 ), planeMaterial );

				cubes2.position.y = FLOOR - 50;
				cubes2.position.z = 20;

				cubes2.castShadow = true;
				cubes2.receiveShadow = true;

				scene.add( cubes2 );

				// MORPHS

				mixer = new THREE.AnimationMixer( scene );

				function addMorph( mesh, clip, speed, duration, x, y, z, fudgeColor ) {

					mesh = mesh.clone();
					mesh.material = mesh.material.clone();

					if ( fudgeColor ) {

						mesh.material.color.offsetHSL( 0, Math.random() * 0.5 - 0.25, Math.random() * 0.5 - 0.25 );

					}

					mesh.speed = speed;

					mixer.clipAction( clip, mesh ).
						setDuration( duration ).
					// to shift the playback out of phase:
						startAt( - duration * Math.random() ).
						play();

					mesh.position.set( x, y, z );
					mesh.rotation.y = Math.PI / 2;

					mesh.castShadow = true;
					mesh.receiveShadow = true;

					scene.add( mesh );

					morphs.push( mesh );

				}

				const gltfloader = new GLTFLoader();

				gltfloader.load( 'models/gltf/Horse.glb', function ( gltf ) {

					const mesh = gltf.scene.children[ 0 ];

					const clip = gltf.animations[ 0 ];

					addMorph( mesh, clip, 550, 1, 100 - Math.random() * 1000, FLOOR, 300, true );
					addMorph( mesh, clip, 550, 1, 100 - Math.random() * 1000, FLOOR, 450, true );
					addMorph( mesh, clip, 550, 1, 100 - Math.random() * 1000, FLOOR, 600, true );

					addMorph( mesh, clip, 550, 1, 100 - Math.random() * 1000, FLOOR, - 300, true );
					addMorph( mesh, clip, 550, 1, 100 - Math.random() * 1000, FLOOR, - 450, true );
					addMorph( mesh, clip, 550, 1, 100 - Math.random() * 1000, FLOOR, - 600, true );

				} );

				gltfloader.load( 'models/gltf/Flamingo.glb', function ( gltf ) {

					const mesh = gltf.scene.children[ 0 ];
					const clip = gltf.animations[ 0 ];

					addMorph( mesh, clip, 500, 1, 500 - Math.random() * 500, FLOOR + 350, 40 );

				} );

				gltfloader.load( 'models/gltf/Stork.glb', function ( gltf ) {

					const mesh = gltf.scene.children[ 0 ];
					const clip = gltf.animations[ 0 ];

					addMorph( mesh, clip, 350, 1, 500 - Math.random() * 500, FLOOR + 350, 340 );

				} );

				gltfloader.load( 'models/gltf/Parrot.glb', function ( gltf ) {

					const mesh = gltf.scene.children[ 0 ];
					const clip = gltf.animations[ 0 ];

					addMorph( mesh, clip, 450, 0.5, 500 - Math.random() * 500, FLOOR + 300, 700 );

				} );

			}

			function animate() {

				requestId = requestAnimationFrame(animate);

				render();
				stats.update();

			}

			function render() {

				const delta = clock.getDelta();

				mixer.update( delta );

				for ( let i = 0; i < morphs.length; i ++ ) {

					const morph = morphs[ i ];

					morph.position.x += morph.speed * delta;

					if ( morph.position.x > 2000 ) {

						morph.position.x = - 1000 - Math.random() * 500;

					}

				}

				controls.update( delta );

				renderer.clear();
				renderer.render( scene, camera );

				// Render debug HUD with shadow map

				if ( showHUD ) {

					lightShadowMapViewer.render( renderer );

				}

			}
        
    }
})